Difference between revisions of "Skullspike"
(type: Misc -> Building; type2: -> Misc; placeable: Yes -> true; path cost: - -> 30; passability: - -> pass through only; blockswind: - -> true; minifiable: - -> true; flammability: 1.0 -> 0; sell price multiplier: - -> 0.7; terrain affordance: - -> medium; thingCategories: -> BuildingsMisc; terrain requirement: Medium -> -;) |
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{{Ideology}} | {{Ideology}} | ||
− | {{ | + | {{Stub|reason=Mechanical detail needs verification and expansion - Terror mechanics are poorly documented and [[terror]], [[terror sculpture]], [[gibbet cage]], and [[skullspike]] all need detail. Analysis lacklustre and should go into depth about why slave apparel >> terror. Ensure page is in format that allows for parity with other terror sources so it can be copied over}} |
− | {{infobox main|misc | + | {{infobox main|misc |
− | |name = Skullspike | + | | name = Skullspike |
− | |image = Skullspike.png | + | | image = Skullspike.png |
− | |description = A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves. | + | | description = A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves. |
− | |type = Building | + | | type = Building |
− | |type2 = | + | | type2 = Ideology (Buildings) |
− | |placeable = true | + | | placeable = true |
− | |path cost = 30 | + | | path cost = 30 |
− | |passability = pass through only | + | | passability = pass through only |
− | |blockswind = true | + | | blockswind = true |
− | |cover = 0.5 | + | | cover = 0.5 |
− | |minifiable = true | + | | minifiable = true |
− | |size = 1 ˣ 1 | + | | size = 1 ˣ 1 |
− | |mass base = 15 | + | | mass base = 15 |
− | |flammability = 0 | + | | flammability = 0 |
− | |hp = 150 | + | | hp = 150 |
− | |sell price multiplier = 0.7 | + | | sell price multiplier = 0.7 |
− | |beauty = 0 | + | | beauty = 0 |
− | |terrain affordance = medium | + | | terrain affordance = medium |
− | |thingCategories = BuildingsMisc | + | | thingCategories = BuildingsMisc |
− | |skill 1 = Construction | + | | skill 1 = Construction |
− | |skill 1 level = 4 | + | | skill 1 level = 4 |
− | |work to make = 1600 | + | | work to make = 1600 |
− | |stuff tags = Woody, Metallic | + | | stuff tags = Woody, Metallic |
− | |resource 1 = Stuff | + | | resource 1 = Stuff |
− | |resource 1 amount = 25 | + | | resource 1 amount = 25 |
− | |resource 2 = Skull | + | | resource 2 = Skull |
− | |resource 2 amount = 1 | + | | resource 2 amount = 1 |
− | |page verified for version = 1.3.3069 | + | | page verified for version = 1.3.3069 |
}} | }} | ||
− | A '''Skullspike''' is a | + | A '''Skullspike''' is a decoration added by the [[Ideology DLC]]. It inflicts [[terror]] on [[slaves]] and gives a mood buff or debuff to other pawns depending on their ideology. |
− | + | == Acquisition == | |
− | ==Acquisition== | + | {{Acquisition}} They can be created regardless of [[ideoligion]]. |
− | |||
− | + | They can also be found in the [[faction base]]s of [[factions]] with the [[Ideoligion#Skullspike|Skullspike: Desired]] precept as part of their ideoligion. | |
− | |||
− | ==Analysis== | + | == Summary == |
− | + | ||
− | {{Building | + | [[File:Skullspike radius.jpg|thumb|left|The radius from which the skullspike is visible to pawns. Any pawn on a steel tile will be able to see the skullspike, and will gain the appropriate moodlet.]] |
− | ==Version | + | {{Stub|section=1|reason=Duration of moodlet? Expansion on terror mechanics / what it actually does.}} |
+ | Skullspikes give a mood buff or malus depending on the [[Ideoligion#Skullspike|Skullspike]] precept, though the [[Masochist]] trait negates these mood effects. Non-mashochist pawns with the 'Skullspikes: Desired' precept gain a {{+|1}} moodlet for being within 11 tiles of 1-3 of them, {{+|2}} mood for being near 4-8, and {{+|3}} mood for being near 9 or more. Pawns with the 'Skullspikes: Disapproved' precept get {{--|1}} to {{--|3}} mood at the same thresholds. | ||
+ | |||
+ | Skullspikes project 25% [[terror]] to [[slave]]s in a 4 tile radius. Terror decreases [[suppression]] loss in nearby slaves. | ||
+ | |||
+ | Skullspikes will display the name of the pawn from whom the [[skull]] used to construct it was extracted. | ||
+ | |||
+ | == Analysis == | ||
+ | Skullspikes are a rather cheap way to get up to {{+|3}} mood for suitable ideoligions, simply by being near them. Install them in dining/recreation rooms, so that all your pawns will see them. There is no functional reason to ''not'' have the Skullspikes: Desired precept; this precept can be put on any ideoligion, it does not penalize you for not having skulls around, and the Skullspikes: Disapproved precept offers no benefit. | ||
+ | |||
+ | {{Terror Source Analysis}} | ||
+ | |||
+ | {{Building Stats Table}} | ||
+ | |||
+ | == Version history == | ||
* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
− | * [[Version/1.3.3101|1.3.3101]] - | + | * [[Version/1.3.3101|1.3.3101]] - Can now be walked through. |
− | {{ | + | * [[Version/1.3.3117|1.3.3117]] - Now displays whose skull is contained inside on their inspect pane. Path cost 0 -> 30. |
− | [[Category: | + | * [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab. |
+ | |||
+ | {{Nav|ideology|wide}} | ||
+ | [[Category:Ideology (Buildings)]] |
Latest revision as of 07:11, 10 February 2025
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Mechanical detail needs verification and expansion - Terror mechanics are poorly documented and terror, terror sculpture, gibbet cage, and skullspike all need detail. Analysis lacklustre and should go into depth about why slave apparel >> terror. Ensure page is in format that allows for parity with other terror sources so it can be copied over. |
Skullspike
A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves.
Base Stats
- Type
- Building – Ideology (Buildings)
- Mass
- 15 kg
- Beauty
- 0
- HP
- 150
- Flammability
- 0%
- Path Cost
- 30 (30%)
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Blocks Wind
- True
- Terrain Affordance
- Medium
Creation
- Skill Required
- Construction 4
- Work To Make
- 1,600 ticks (26.67 secs)
- Stuff Tags
- Woody, Metallic
- thingCategories
- BuildingsMisc
A Skullspike is a decoration added by the Ideology DLC. It inflicts terror on slaves and gives a mood buff or debuff to other pawns depending on their ideology.
Acquisition[edit]
Skullspikes can be constructed, each requiring 25 Stuff (Woody/Metallic, 250 for SVMs),
1 Skull, 1,600 ticks (26.67 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material, and a construction skill of 4. They can be created regardless of ideoligion.
They can also be found in the faction bases of factions with the Skullspike: Desired precept as part of their ideoligion.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Duration of moodlet? Expansion on terror mechanics / what it actually does.. |
Skullspikes give a mood buff or malus depending on the Skullspike precept, though the Masochist trait negates these mood effects. Non-mashochist pawns with the 'Skullspikes: Desired' precept gain a +1 moodlet for being within 11 tiles of 1-3 of them, +2 mood for being near 4-8, and +3 mood for being near 9 or more. Pawns with the 'Skullspikes: Disapproved' precept get −1 to −3 mood at the same thresholds.
Skullspikes project 25% terror to slaves in a 4 tile radius. Terror decreases suppression loss in nearby slaves.
Skullspikes will display the name of the pawn from whom the skull used to construct it was extracted.
Analysis[edit]
Skullspikes are a rather cheap way to get up to +3 mood for suitable ideoligions, simply by being near them. Install them in dining/recreation rooms, so that all your pawns will see them. There is no functional reason to not have the Skullspikes: Desired precept; this precept can be put on any ideoligion, it does not penalize you for not having skulls around, and the Skullspikes: Disapproved precept offers no benefit.
Terror versus slave apparel
Terror as a method of slave control has a number of key flaws that make it all but untenable outside of a few, very niche uses. Terror sources are inherently static, the radii of their effects are small, and as soon as slaves leave the area, or fall asleep, suppression begins to decay. Meanwhile, slave apparel - slave collars and body straps, are sufficient to eliminate suppression loss by themselves but have none of these downsides. So long as they are worn and no further apparel that causes further suppression loss is used, slaves can be kept at 100% suppression indefinitely.
The only exceptions are where are other apparel needs interfere with wearing the items. The slave collar is almost unique in its coverage, and has it can be added to almost any outfit, but the slave body strap's use of the outer layer places in direct competition with both insulative and protective options such as the parka, duster, and power armors. Instances where this is true are rare however - flak vests are compatible and offer sufficient protection in most instances, while tribalwear, shadecones, tuques, corsets/formal vests (the penalty of which is also canceled out with both straps and collar), temperature genes, can all improve temperature resistance and make it possible to survive in relatively extreme environments. As such, slave apparel is almost always the preferred method.
Stats table
![]() |
Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
![]() ![]() |
0 | ticks (1.11 mins) | 4,000300 | 0% | 38 ![]() |
![]() |
20 | ticks (24 secs) | 1,44090 | 0% | 2,510 ![]() |
![]() |
0 | ticks (58.67 secs) | 3,520420 | 0% | 245 ![]() |
![]() |
6 | ticks (26.67 secs) | 1,600105 | 0% | 260 ![]() |
![]() |
0 | ticks (26.67 secs) | 1,600150 | 0% | 58 ![]() |
![]() |
0 | ticks (50.67 secs) | 3,040375 | 0% | 166 ![]() |
![]() |
0 | ticks (18.67 secs) | 1,12098 | 0% | 39 ![]() |
Version history[edit]
- Ideology DLC Release - Added.
- 1.3.3101 - Can now be walked through.
- 1.3.3117 - Now displays whose skull is contained inside on their inspect pane. Path cost 0 -> 30.
- 1.4.3523 - Moved from Misc to new Ideology architect tab.